Not sure where else to post this... but I've been working on a sextet of combat builds themed after each of the Mane Six... or at least, what they might be if transmogrified into Pony Tales/Living Legends characters a la Friendship is Dragons. I decided to post them here to get input on them, which I need as I intend to use these six as test subjects players when trying out new monsters and such.

These builds are far from complete, which is why I seek input on them. Some of them don't even have their full set of eight combat talents picked out. I'll post them below, see if I can't get any input on them. Moves are currently unflavored.

Twilight Sparkle:

Special:Be Prepared8: Deal 1d10 damage to target creature.

10: Target creature gains 2d12 hp.

12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies gain access to all their combat talents, instead of just the ones they selected for this battle

Moves:[+3] Critfisher – Standard UtilityChoose one;A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[-1] Lightning Bolt - Standard AttackDeal 1d10+X damage to target creature where X equals the number of energy you spent last turn.

[-3] Wave of Zeal - Standard AttackEach allied player may pay 1 energy. Deal Xd8 damage to up to six creatures, where X is the number of energy paid this way.

[-8] Hyperbeam - Standard Attack [Created by Bronymous]Deal 3d20 damage to target creature and skip your next turn. If you roll a 20, activate all 3 of your special moves (for each 20 you roll).

[-9] Inferno - Standard AttackDeal 3d8 damage to up to six enemies.

Applejack:

Special:Knight’s Presence8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.

10: Up to two target allies cannot be attacked until the end of your next turn.

12: Halve all damage target ally takes for the rest of the battle.

Moves:[+2] Perfect Focus - Standard Utility You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more energy.

[+2] Defensive Fighting - Standard AttackDeal 2 damage to target creature and gain resist 2 until the end of your next turn.

[+2] Survival Skills - Standard UtilityYou regain 1d12+3 hp

[+1] Demand Duel - Standard AttackDeal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

[+1] Guarded Stance - Standard UtilityUntil the end of your next turn, you take half damage.

[-2] Defender - Interrupt UtilityTrigger – An ally is targeted by an attack.Effect - The triggering attack hits you instead.

[-2] Fists of Fury - Standard Attack Deal 1d10 damage to up to two target creatures. Those creatures suffer a -2 penalty to damage until the start of your next turn.

[-7] Frostfall - Standard AttackDeal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

Items:Lifebound Armor - 1000 goldArmorYou have regeneration 2.

Jenkins’ Fried Chicken - 2000 GoldTrinketYou may use the following combat talent twice per battle.

[-1] LEEEROOOY JEEEENKINSS! - Minor Utility [2/Battle]You let out a taunting and idiotic shout. All enemies suffer a -5 penalty to damage on attacks that do not include you as a target until the end of your next turn.

Rainbow Dash:

Special:Buccaneer Blaze8: Deal 1d8 damage to target creature and each creature adjacent to the target.

10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.

12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.

Moves:[+3] Critfisher – Standard UtilityChoose one;A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[+1] Gather Energy - Standard Utility On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[-2] Where it Hurts – Interrupt UtilityTrigger - You attack an enemy suffering from a (save-ends) effect.Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-2] Wheel of Fortune – Interrupt UtilityTrigger – An enemy attacks you or one of your alliesEffect - Reselect the attack’s target at random.

[-3] Explosive Arrow - Standard AttackDeal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

Twilight Sparkle:Could use another PiP gathering move, preferably one that deals damage. My choices would be Fireball or Arcing Bolt. Wave of Zeal was a perfect choice,though.

Applejack: Looks like you got her all figured out. Personally, I'm not quite sure about Perfect Focus, Defensive Fighting, and Guarded Stance on the same build, but that may be just me.

Rainbow Dash: I'd see her with at least one Talent, or item to boost initiative. Also, since Dash's build is a Berzerker type, It might help for her to have an item to keep her from falling too quickly. I'd suggest Bladesman's Chainmail

Fluttershy: Condemnation is an inspired choice. Other than that, 'Shy could use at least on multi-target heal, like Grace, Saving Grace, or Second Sunrise. Something related to granting saving throws or displacing them may also help.

Pinkie Pie:It looks like my instinct here is to up the random chaos. I'd suggest Heads I win, Tails you lose for the build, and replacing Energize with Wild Power. Also, not sure about Royal Command, considering Pinkie only has +2 PiP gain moves.Doesn't seems like she'd ever build up enough.

Remaining talents/items can be whatever. Round 1 involves Trance, Wild Abandon, and Overloader. Round 2 is Taunting Strike and Talisman of Weapons > Hurricane Blade. Pwn until you get unhealthy; dismiss it, and hit with Trance and Drain Blood until you can either go back to Hurricane Blade or (Far more likely) the battle ends.

Fluttershy: Also missing two talents. I would add Conjure Rabbit and Gather Energy. Item-wise, Spellbook and Training Certificate (There's lots of choices there) would help immensely.

Pinkie: Only missing one talent this time! Crazy Concoction would be fun. Would also drop Royal Command; you really need some crazy PiP building to get very far with that one. And frankly, this build more than anything could benefit from a nice +3 move like Critfisher.

All right, I ran the Mane Six builds against my Apocalypse Four. It was quite a grueling battle, lasting six rounds. The builds I used are below:

Twilight Sparkle:

Special:Be Prepared8: Deal 1d10 damage to target creature.

10: Target creature gains 2d12 hp.

12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies gain access to all their combat talents, instead of just the ones they selected for this battle

[+3] Critfisher – Standard UtilityChoose one;A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[-8] Hyperbeam - Standard Attack [Created by Bronymous]Deal 3d20 damage to target creature and skip your next turn. If you roll a 20, activate all 3 of your special moves (for each 20 you roll).

[-9] Inferno - Standard AttackDeal 3d8 damage to up to six enemies.

Items:Spellbook - 500 GoldWeaponWhen you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5)

Chain of the Drunken Master - 1000 GoldArmorWhile you are dazed, you may roll twice on all die rolls and use either result.

Reloader - 1500 Gold [Created by Bronymous]TrinketOnce per battle, you may use the following combat talent[0] Reload - Free Utility [1/Battle]If you spent 6 or more energy this turn, gain 3 energy

Applejack:

Special:Knight’s Presence8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.

10: Up to two target allies cannot be attacked until the end of your next turn.

12: Halve all damage target ally takes for the rest of the battle.

[+2] Perfect Focus - Standard Utility You gain resist 3 until the end of your next turn. At the start of your next turn, if you have not taken damage since you last used this ability, you gain 2 more energy.

[+2] Survival Skills - Standard UtilityYou regain 1d12+3 hp

[+1] Demand Duel - Standard AttackDeal 1d8 damage to target creature. If that creature damages one of your allies on its next turn, that creature suffers 1d8 damage.

[+1] Guarded Stance - Standard UtilityUntil the end of your next turn, you take half damage.

[-2] Defender - Interrupt UtilityTrigger – An ally is targeted by an attack.Effect - The triggering attack hits you instead.

[-2] Fists of Fury - Standard Attack Deal 1d10 damage to up to two target creatures. Those creatures suffer a -2 penalty to damage until the start of your next turn.

[-7] Frostfall - Standard AttackDeal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

Lifebound Armor - 1000 goldArmorYou have regeneration 2.

Training Certificate - 2000 GoldTrinketWhen you purchase this item, choose a trait that you meet the prerequisites for. While you have the Training Certificate equipped, you are considered to have the chosen trait. You may equip more than one Training Certificate at once.

Traits:Lightning ReflexesOnce per round, you may use a Reaction or Interrupt combat talent not granted from a trait or item for 1 less energy. This can’t reduce its cost to less than 0.

Rainbow Dash:

Special:Buccaneer Blaze8: Deal 1d8 damage to target creature and each creature adjacent to the target.10: Deal 2d8 damage to target creature and that creature is blinded until the end of your next turn.12: Deal 2d10 damage to up to six creatures and 1d10 damage to yourself.

Moves:[+3] Critfisher – Standard UtilityChoose one;A) Roll two dice of your choice from amongst d8s, d10s and d12s (you could choose to roll both dice from one of these types, or a mix from amongst these types).B) Pay 2 energy. If you do, roll five dice of your choice from amongst d8s, d10s and d12s (you could choose to roll all five from one of these types, or a mix from amongst these types).

[+2] Survival Skills - Standard UtilityYou regain 1d12+3 hp

[+1] Gather Energy - Standard Utility On your next turn, you may take 2 standard actions. You cannot use this talent two turns in a row.

[-2] Where it Hurts – Interrupt UtilityTrigger - You attack an enemy suffering from a (save-ends) effect.Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-2] Wheel of Fortune – Interrupt UtilityTrigger – An enemy attacks you or one of your alliesEffect - Reselect the attack’s target at random.

[-3] Explosive Arrow - Standard AttackDeal 1d8 damage to target creature. At the beginning of that creature’s next turn, it and all creatures adjacent to it take 1d10 damage and are dazed (save ends).

[-2] Chains of Fire - Standard AttackTarget creature is subjected to your Chains of Fire until the end of your next turn. A creature subjected to your Chains of Fire takes 2d12 damage whenever it attacks a creature other than a fire giant.

Dimensional Cape - 1000 GoldTrinketOnce per battle, you may use the following combat talent.

[0] Hideaway - Minor Utility [1/Battle]You cease to exist and can take no actions until the start of your next turn. While in this state of nonexistence, you can affect no creature and no creature can affect you in any way. At the start of your next turn, you reappear.

Pinkie Pie:

Special:Dazzling Performance8: You may use one of target enemy’s combat talents at random without paying its energy cost.[*]

10: For each enemy, flip a coin. If you win that flip, stun that enemy until the end of its next turn.

I'd love to see that too. Not only for the help, but because it's the main six fighting the four horseman( or foru horses, I guess) of the Apocalypse.

As for Pinkie, maybe the problem is the save ends effects talents. I get that bard talents fit pretty well with Pinkie, but I might have thought Magnificent Melody, Inspire Courage, or Song of Shielding instead. They seem more like buffer traits, which is what you initially said Pinkie was going to be. Also I agree with Crystalite, Critfisher seems like a good PiP builder for Pinkie

[-1] Cull the Weak – Interrupt UtilityTrigger - You attack an enemy suffering from a (save-ends) effect.Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-1] Scythe Dance - Standard AttackDeal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.